Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Dresden's Hegemonia Hardcore Overhaul Mod 2TPY
97 Comments
KillWonder 10 Jan, 2019 @ 8:42am 
Can you please update this.
Dresden  [author] 16 Dec, 2014 @ 7:53pm 
Updated for patch 16.1.
Dresden  [author] 6 Dec, 2014 @ 2:00pm 
Updated so that the cost/upkeep increase affects mercenaries as well.
Dresden  [author] 20 Nov, 2014 @ 4:07pm 
Updated Patch 16. Colchis Chapter missions not working yet.
Dresden  [author] 17 Sep, 2014 @ 11:02am 
Update:
Fixed recruitment slots
Dresden  [author] 15 Sep, 2014 @ 10:21pm 
Updated for Emperor Edition (Patch 15).
Dresden  [author] 23 Aug, 2014 @ 12:25pm 
Update:
- Unit cost, movement etc. effects are now compatible with all DLCs and all mod unit packs from other modders.
- Got rid of cultural conversion changes (they were a relic from the previous CA system).
Karasis 4 Jul, 2014 @ 2:32pm 
thanks
Dresden  [author] 13 Jun, 2014 @ 1:08pm 
Updated fully for Patch 13.
Dresden  [author] 6 Jun, 2014 @ 11:00am 
Update: I added the new units/buildings, but any new game will still not have the new patch 13 cultures.
Dresden  [author] 3 Jun, 2014 @ 10:57am 
CA has not released a new version of the toolkit, so I can't make an updated startpos for now (so it won't have the new Balkan culture until I can).
Dresden  [author] 29 Mar, 2014 @ 7:26pm 
Updated startpos:
- Iberian culture now in (new campaign required to experience)
- Chapter missions for new playable factions (new campaign required to experience)
- Changed Historical culture of Spain to Iberian.
Dresden  [author] 27 Mar, 2014 @ 1:01pm 
Updated for Patch 11
Note: Chapter missions for the new playable factions are missing until I redo the startpos.
Dresden  [author] 20 Mar, 2014 @ 1:13pm 
Thanks I will update.
Phambambalam 20 Mar, 2014 @ 12:39pm 
None of your Hardcore mods (including hegemonia ones) are loading since patch 10 official release, even when no other mods are selected.
Alexander The Greek 10 Mar, 2014 @ 3:05pm 
do you know whats include?
Dresden  [author] 10 Mar, 2014 @ 3:01pm 
CA just release beta patch 10.
Alexander The Greek 10 Mar, 2014 @ 2:35pm 
patch 10? when? what include?
Dresden  [author] 10 Mar, 2014 @ 2:28pm 
Compatible with Patch 10.

@Alexandros You can just load that mod up for custom battles then uncheck it when you don't want it.
Alexander The Greek 10 Mar, 2014 @ 1:03pm 
do you know any mod for only custom battles?
Alexander The Greek 10 Mar, 2014 @ 1:00pm 
only for custom battles not campaign
Alexander The Greek 10 Mar, 2014 @ 12:55pm 
can you give me link pl?
Dresden  [author] 10 Mar, 2014 @ 12:50pm 
You can load the AFP mod for custom battles and my mod for campaigns. I will try to get a custom battle update out at some point, I am just really busy at the moment.
Alexander The Greek 10 Mar, 2014 @ 12:20pm 
but if i use all factions playable i cant use and your mod dude and i want your mod.
Dresden  [author] 10 Mar, 2014 @ 12:19pm 
I suggest using the All Factions Playable Mod if you want to play them in custom battles.
Alexander The Greek 10 Mar, 2014 @ 10:08am 
at least can you add these factions and in custom battle please?
Dresden  [author] 20 Feb, 2014 @ 3:00pm 
Update
- Used new method to make the mod, fixed various old issues.
- Greeks can now confederate if you use this mod with my Diplomatic mod.
- Faction intros are back for major factions.
- Old diplomatic actions for removed factions are gone.
- Odryssia and Lusitani now playable. Turdetani no longer playable.
- Moved/altered starting armies for Carthage, Seleucid, Egypt, Rome and Parthia.
Dresden  [author] 10 Feb, 2014 @ 3:53pm 
Updated Epirus Unit patch Feb 10
Wrath 5 Feb, 2014 @ 5:15pm 
I'm really enjoying this and the traits and toadies mods. I hope good mods like this can keep up with all of the patches this game needs. Thanks for contributing.
Dresden  [author] 30 Jan, 2014 @ 10:05am 
Updated Patch 9.
Dresden  [author] 24 Jan, 2014 @ 1:52pm 
For a Patch 9 beta version go here: http://www.twcenter.net/forums/showthread.php?629110
I will update this version once Patch 9 goes live.
Dresden  [author] 30 Dec, 2013 @ 1:22pm 
Update:
-Fixed unuseable building slot in Parthia.
Dresden  [author] 23 Dec, 2013 @ 4:50pm 
Update:
- Carthage now starts with Corsica (requires new campaign to experience).
- Updated some tables for patch 8.
- Rhodes is now playable.
Dresden  [author] 19 Dec, 2013 @ 1:10pm 
Updated for Patch 8 and 8.1.
Dresden  [author] 17 Dec, 2013 @ 9:25pm 
It works right now, but has limitations. Thanks for the positive feedback. I will be updating Hegemonia very soon, just takes time.
kristigaines 17 Dec, 2013 @ 9:11pm 
Dres I just want you to know -- this series of mods is excellent and i hope when you can that you'll update it now that we are in patch 8 -- I cannot play a campaign without it! and Thanks btw!
Dresden  [author] 17 Dec, 2013 @ 9:12am 
Going to take some time, can't do it instantly for larger mods like this one.
Aleximus 17 Dec, 2013 @ 9:01am 
Game crush. Update for Patch 8?
Malik Ramo Beed Al Ba'al Boomie 14 Dec, 2013 @ 4:13pm 
thanks
Malik Ramo Beed Al Ba'al Boomie 14 Dec, 2013 @ 2:27pm 
Minor Factions Playable Izanagi can u help me get this mod
Dresden  [author] 10 Dec, 2013 @ 2:07pm 
Update
- Meaningful Resources update: updated CAI building priorities to improve new resource chains development. Also, added a new agriculture building in the Warhorses supply chain.
- Reduced income for minor factions.
- Fixed cursus honorum for minor factions.
Dresden  [author] 9 Dec, 2013 @ 10:55am 
They probably have some sort of unit upkeep buff from a character, army tradition, technology or building.
micke_950105 9 Dec, 2013 @ 10:14am 
Hey, with this mod my unit upkeep for ordninary hoplites cost 150/turn, at the same time athens only pay 105/turn for their hoplites, why?
Dresden  [author] 5 Dec, 2013 @ 7:06pm 
Update
- Added Cimmeria as playable.
- Reduced Minor Faction trait bonuses.
- Activated minor faction political systems.
- Slightly altered earlier imperium changes (any AI faction with 2 regions or less can only field 2 armies).
Dresden  [author] 2 Dec, 2013 @ 8:38pm 
Update
- Changed imperium levels so that small AI factions can only field 2 armies. The intention is to keep the larger factions from being mobbed by multiple 1 region factions.
Dresden  [author] 1 Dec, 2013 @ 1:34pm 
- It is HIGHLY RECOMMENDED to start a NEW CAMPAIGN. Older saves will work but there will be issues with buildings/resources.
- Media Atropene now a playable faction.
- Various changes to improve mod compatibility.
- Lowered building recruitment point bonuses to work with new recruitment changes.
- Updated to Meaningful Resources version 2:
- Fixed Copper nodes to be their own resource.
- Added Warhorses, Salt and Slaves as resources. These are very limited in location. However, once acquired by ownership or import (trade), the player can build new Supply Chain buildings.
- These Supply Chain buildings (forum, yellow slot capital) produce enough of the resource to then trade. In this way, supply chains can be created across the map (i.e. The Salt Road of Italy, etc.)
- Many buildings, equipment, and training have been gated via resources. The design intent is to gate off units or excessive income. This was also implemented in a way to NOT hinder the AI.
karl-83 30 Nov, 2013 @ 3:43pm 
Maybe it's not because of your Mod. the meaningfull ressources was uploaded this morning as well... Thank you for checking
Dresden  [author] 30 Nov, 2013 @ 11:54am 
I was able to load previous campaigns with this mod loaded. I am not sure why it would cause yours to be incompatible. I will keep working on it, are you using any other mods?